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Add exporting glTF2 #34193
Add exporting glTF2 #34193
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Current questions: Round tripping Godot import and export adds nodes. Need some advice on how to merge the 5-8 encode accessors types. The encode accessors code was mostly copy and paste. How to add the exporter abstraction? Another thing is creating the concept of an exporter that is lossy in the editor interface design. Like a menu? |
Due to the requirement of requiring new import and export apis, this is definitely a 4.0 feature. It's back portable, but the pull request as it is currently will be changed. |
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Looks good overall! Just added some style/code quality comments which apply to most files.
Could you also amend the commit message to be more explicit? "Import and export GLTF2." is misleading as it sounds like it's implementing glTF 2.0 import, which is already supported. I'd suggest adding some details to the commit message's body to explain what the commit actually implements (it doesn't have to be as thorough as the PR description, just a few lines that tell a |
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* Support KHR_texture_transform. * Support exporting glTF2 * Support exporting instanced scenes * Extract into a gltf state and gltf document * Add a tools menu for exporting gltf2
Thanks! Amazing work! |
This also fixes the mesh name import, super nice. thanks! |
Reopened due to accidental branch deletion.
Need some CICD.
Alternative to #32218 that directly uses Godot's importer to write an exporter.
Features:
Export the scene to glTF2.
Updated 2020-12-20
Todo:
Done:
Special Thanks
Fixes
Fixes: #27375
Fixes: godotengine/godot-proposals#1553
Fixes: godotengine/godot-proposals#885
Fixes: #15059